
On this page
Mini Metro
I was
So, what do you do in the game? Basically the game loop is as follows:
Fewer game elements you have – easier to learn their basics
Fewer game elements, also allow you to pay more attention to polishing their Mechanics.
Difficulty spikes up fast after initial weeks and you start revising your strategy before angry city government closes up your underground.
To talk about risks of minimalist approach I need to tell you about the Level variety
Level variety
So, each level in Mini Metro is a different city.
And their variety is achieved by manipulations with...
What’s even cooler:
After unlocking every level I started completing hard challenges. I felt awesome when I did the 1st three levels, but then I've started noticing the repetition in challenge rules and pretty quickly lost interest in completing them.
So it means that for me at that point the game has lost the sense of novelty
Possible solutions I would suggest - adding more character to the cities by:
The game is a love letter to graphic design. It feels like an ode to legacies of Harry Beck's London Tube map and Massimo Vignelli’s New York City Subway map.
Sound design was codeveloped with Disasterpeace.
The procedurally generated sound FX form the abstract music that feels chill while you’re doing okay, but unnerving when peeps (passengers) start to overcrowd.
Overall, I would say that even if the game didn’t have all the texts and translations, the graphic design, animation and player’s real life experiences with the signage would do keep it accessible.
The UI/UX of the game is top notch too:
The last point are also why I find it's mobile version as a good example of plug'n'play kind of a game.
I found myself playing Mini Metro while waiting for lunch, for friend or even while riding the subway! Meta!
Inspired by their experiences at navigating the London metro map developers from Dinosaur Polo Club jammed and created the game about managing the rail transit networks.
And in the process they’ve mastered the Minimalist approach to game design.

Mini Metro is a champion of minimalism:
But for me personally it haven’t escaped the main problem of minimalist approach: The lack of novelty over time.
It’s just my opinion!
Still the game is awesome and I recommend it for everyone who loves trains, game design, strategy, graphic design and trains!
YBdesigning is a personal blog and guide into game design by Yelnar Bolatov, classical web & app UI/UX designer
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Mechanics overview
Camera
World
Time
Movement
Combat
Interact with objects
Play a Role
Management
Relax - Watch Cinematics
Relax - Vibe Check
Foundations overview
Vision
Genre
Accessibility
Difficulty
Adaptive design
Game Size
Game Feel
Aesthetics overview
Theme
Mood
Game feel
Physics
Visual style
Sound
User Interface
UI overview
Typography
Colors
Structure overview
Progression for
Story
Levels
Skill
Abilities, resources
Progression order
Linear
Open World
Branching
Home
Get Started
Foundations
Mechanics
Structure
Aesthetics
Cases
Blog

I was
So, what do you do in the game? Basically the game loop is as follows:
Fewer game elements you have – easier to learn their basics
Fewer game elements, also allow you to pay more attention to polishing their Mechanics.
Difficulty spikes up fast after initial weeks and you start revising your strategy before angry city government closes up your underground.
To talk about risks of minimalist approach I need to tell you about the Level variety
Level variety
So, each level in Mini Metro is a different city.
And their variety is achieved by manipulations with...
What’s even cooler:
After unlocking every level I started completing hard challenges. I felt awesome when I did the 1st three levels, but then I've started noticing the repetition in challenge rules and pretty quickly lost interest in completing them.
So it means that for me at that point the game has lost the sense of novelty
Possible solutions I would suggest - adding more character to the cities by:
The game is a love letter to graphic design. It feels like an ode to legacies of Harry Beck's London Tube map and Massimo Vignelli’s New York City Subway map.
Sound design was codeveloped with Disasterpeace.
The procedurally generated sound FX form the abstract music that feels chill while you’re doing okay, but unnerving when peeps (passengers) start to overcrowd.
Overall, I would say that even if the game didn’t have all the texts and translations, the graphic design, animation and player’s real life experiences with the signage would do keep it accessible.
The UI/UX of the game is top notch too:
The last point are also why I find it's mobile version as a good example of plug'n'play kind of a game.
I found myself playing Mini Metro while waiting for lunch, for friend or even while riding the subway! Meta!
Inspired by their experiences at navigating the London metro map developers from Dinosaur Polo Club jammed and created the game about managing the rail transit networks.
And in the process they’ve mastered the Minimalist approach to game design.

Mini Metro is a champion of minimalism:
But for me personally it haven’t escaped the main problem of minimalist approach: The lack of novelty over time.
It’s just my opinion!
Still the game is awesome and I recommend it for everyone who loves trains, game design, strategy, graphic design and trains!
On this page
Mini Metro
YBdesigning is a personal blog and guide into game design by Yelnar Bolatov, classical web & app UI/UX designer
Social
Bluesky
YouTube
Patreon
More
References
Top patrons
Changelog
About project